Trefferpunkte
Übungen
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 13
Stufe 14
Stufe 15
Stufe 16
Stufe 17
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Stufe 9
Übungen
light
medium
simple
martial
Startausrüstung
Klasseneigenschaften
Artful Combat (Level 1)
Beginning at 1st level, when wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 19 or 20.
Unarmored Defense (Level 1)
Also beginning at 1st level, While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Wisdom modifier. You can not use a shield and still gain this benefit.
Fighting Style (Level 1)
Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Sen (Level 2)
Beginning at 2nd level you've learned to manifest your fighting spirit as Sen within your body, and to use it to empower yourself in battle. You can have a maximum number of sen charges equal to your proficiency bonus + your wisdom modifier. When you roll initiative you gain Sen charges equal to your proficiency bonus.
As a bonus action, you can choose to meditate, gaining Sen equal to your proficiency bonus.
When a battle concludes your Sen charges remain in your body for 1 minute.
Sword Artes (Level 2)
Some samurai features require other creatures to make a saving throw, which is contested by your Sword Art DC as calculated below.
Sword Art DC
You can find a list of Sword Artes at the end of the class description.
Way of the Blade (Level 3)
At 3rd level, you select a way of the blade. The Iaijutsu focuses on delivering incredibly powerful attacks, the Blademaster, who lures and traps his opponents in counterattacks and the Ronin, who drifts about the battlefield, dancing through the fray.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Way of the Blade Feature (Level 6)
At 6th level, you gain a feature granted by your Way of the Blade.
Spirit Infusion (Level 7)
Beginning at 7th level, you have learned to infuse your blade with your sen to create supernatural effects. As a bonus action you may spend 2 Sen charges to change the damage type of your weapon attacks for 1 minute. Your weapon damage can be changed to one of the following: fire, cold, thunder, lightning and deals bonus damage equal to your proficiency bonus.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Precise Critical (Level 9)
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Way of the Blade Feature (Level 10)
At 10th level, you gain a feature granted by your Way of the Blade.
Renaissance Warrior (Level 11)
At 11th level, you've kept your mind as sharp as your blade during your travels. You can add half your proficiency bonus (round up) to any Intelligence, Wisdom, or Charisma check you make that doesn't already use your proficiency bonus.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Precise Critical Dice +1 (Level 13)
Beginning at 13th level, your Precise Critical Dice is increased to two additional dice.
Way of the Blade Feature (Level 14)
At 14th level, you gain a feature granted by your Way of the Blade.
Whispers of the Kami (Level 15)
Beginning at 15th level, you have learned to attune yourself to the unseen world around you and listen to the spirits which surround you. You may cast the following spells: Augury, Detect Evil and Good, Speak with Dead, or Speak with Plants. You may cast each of these spells once. You must then finish a long rest to use Whispers of the Kami again.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Precise Critical Dice +2 (Level 17)
Beginning at 14th level, your your Precise Critical Dice is increased to three additional dice.
Battlefield Artisan (Level 18)
Beginning at 18th level, your artful combat critical hit range is increased to 18-20.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Meikyo Shisui (Level 20)
Beginning at 20th level, when you roll initiative you begin battle with your maximum possible Sen charges.
Multiklassen
Multiklassen-Voraussetzungen
{"str":13}
Erworbene Übungen
Unterklassen
Unterklassen-Eigenschaften
Blademaster
Blademaster (Level 3)
The Blademasters have taken a more methodological approach to combat focused around positioning and being unflinching in the face of the enemy. Resisting strikes and out maneuvering their opponents to create the perfect opening is central to their approach to battle. Patient and calculated, Blademasters pressure their foes and punish their haste.
Strategic Edge
3rd-level Blademaster feature
Beginning at 3rd level, your attacks of opportunity have advantage on the attack roll.
Nothing Ventured (Level 6)
6th-level Blademaster feature
Beginning at 6th level, advantage on Perception and Investigation checks when looking for traps and hidden passages.
Know Thy Enemy (Level 10)
10th-level Blademaster feature
Beginning at 10th level, when you make an attack of opportunity you attack twice.
The Worm Turns (Level 14)
14th-level Blademaster feature
Beginning at 14th level, you have two reactions per round in combat.
Iaijatsu
Iaijatsu (Level 3)
Samurai who train every day and practice the traditional forms and strikes eventually seek to elevate their art further. Relying on the basics of swordplay and special techniques they've thoroughly practiced, they willfully take on any opponent.
Rallying Spirit
3rd-level Iaijatsu feature
Beginning at 3rd level, when you use a sword arte, you may gain temporary hit points equal to #d4, where # is equal to the amount of Sen charges spent.
Steel Spirit (Level 6)
6th-level Iaijatsu feature
Beginning at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Tsubame-Gaeshi (Level 10)
10th-level Iaijatsu feature
Beginning at 10th level, when you use a Sword Arte in which you make more than one attack roll, you may use your bonus action to add an additional attack.
Spirit Cycle (Level 14)
14th-level Iaijatsu feature
Beginning at 14th level, when you use a sword arte, you regain half the sen charges spent when the arte costs more than 1 sen charge to use.
Ronin
Ronin (Level 3)
Ronins are masters of stealth and infiltration. Having mastered the ability to hide their presence, they have no issue in finding their way through any door or around any guard. Though rarely regarded as the source of a problem, Ronins are notorious for the chaos they can cause when left alone behind enemy lines.
Rascally Wanderer
3rd-level Ronin feature
Beginning at 3rd level, you gain proficiency in Thieves Tools and Sleight of Hand. When you make a melee weapon attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Fleet of Foot (Level 6)
6th-level Ronin feature
Beginning at 6th level, your base movement speed is increased by 10 ft. If you have a climbing or swimming speed this increase applies to that too.
Wicked Speed (Level 10)
10th-level Ronin feature
Beginning at 10th level, you have advantage on initiative rolls. Until the end of your first turn your attacks have advantage and you have the benefit of the dash action.
Turning Swallow Cut (Level 14)
14th-level Ronin feature
Beginning at 14th level, when you use the Attack action or use a Sword Arte, you may expend your movement to outmaneuver your target. For every 10ft. of movement spent, you gain a +1 to your attack and damage rolls.